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If they're using straight-up Tech4, isn't that a step backwards from DarkPlaces in many ways? Tech4's most advanced pipeline was GL assembly, IIRC, while DarkPlaces has supported many modern methods for a while.

Yeah, right There is one particular bug that heavily contributed to my desire to switch - player getting stuck in the terrain (or hitting invisible walls). That bug had been in DP for ages, it got a partial fix and never got completely resolved.
ODE physics isn't working on client side at all. Afaik only one type of ODE joints works. Real-time radiosity which claimed to be working doesn't seem to be working with BSP levels (at least no matter what I did I was unable to get it working with BSP levels) and it 100% doesn't work with real-time generated levels on ToM.

DP devs don't care to implement certain features in engine (matrix transformations for ragdolls is one of them). A lot of features had been thrown into the engine without testing, so when we dug deeper we got bugs that sometimes are not fixed.

Another issue with svn repo not being updated means the engine is no longer actively supported. Meaning if we get a bug that needs urgent attention, it won't get fixed. And I don't mean bug created by us, I mean a bug that has been dormant for years.

So while DP could be successfully used in another top-down game, or side scroller, or Quake 3 like game, I wouldn't use it for something more modern - lacks features that are widely accepted and are defacto standard in modern games (some of those features could be implemented in QuakeC, but is way less than optimal solution and will be slow)

Going with idTech 4 has many advantages over DP, but also has trade offs (awesome networking is one of them)